Almighty Game Designer

Chapter 310 COG Testing (more)

At the mad urging of the Imperial Dynasty to entertain each other, COG's test date was again advanced to February 13, the year before.

This is already a very risky decision, GA officials said, because the current COG is not perfect, at least in designer Raman Cliff's view, an early test time is a very stupid decision.

What's the point of an early week's test?

Raman Cliff and GA are eager to reject the Dynasty's offer of reciprocal entertainment because they feel that a Huaxia competing game is no more harmful than their morning line for a week or two.

COG is geared towards the global market, and what about the Huaxia Heroes Alliance? Perhaps it's just a three-quarter acre in Huaxia.

But the Emperor's reciprocal attitude was so resolute that GA could not completely ignore Huaxia's huge market that it eventually advanced the test date.

The slightly embarrassing time set for February 13th is due to the fact that Chen Yu's side has already made a scene, and there will be a special Valentine's Day event on February 14th and the week after.

This includes introducing Valentine's Day skin-limited, couples' avatar boxes, special matching assignments, and more.

Obviously, Dynasty Recreation doesn't want to crash with the League of Heroes at such a critical juncture. After all, Valentine's Day events for the League of Heroes are ready. For players, Valentine's Day events are only once a year, and COG… it doesn't matter if you play two days late.

If tested on February 14th, the relevant data will most likely be squeezed out very ugly.

Lin Zhaoxu's acute instincts told him that Chen Jiao was prepared. If he could not come up with a solution, the situation would become very bad.

It all depends on the player feedback after the launch of COG.

……

On February 13, COG (the Chinese name "The Gods' Competition") opened an internal test. The Imperial Dynasty entertained each other through various channels for propaganda and preheating, and even used the channel resources of some fantasy gaming platforms.

Although the success of COG is uncertain, the smooth promotion of the League of Heroes has multiplied Lin Zhaoxu's confidence in this new game mode, so he has invested a great deal of channel resources in a game under test.

Although many of COG's original players are fans of Chen's irons, after all, COG is their favorite type of game, so many people still choose to play.

Moreover, under the popularity of the Emperor Dynasty, there was also an influx of other players, a large part of whom had played the League of Heroes.

After all, the games that came online a year ago have a lot of cards and a lot of talking about these two models, and you can't hide from them.

The beta version of COG coincides with the Warcraft Competition map in terms of core play, numerical systems, hero skills, etc., and remains largely unchanged.

Because in Raman Cliff's view, some of his original designs for COG are relatively complete, especially in the core player group, the art style, operating mode, etc. of COG are some of the key elements that they like the game, and the abrupt change means abandoning the core players, which is very inexpensive.

The main difference between the endoscopic version and the original map is the packaging and derivative play.

COG did not get the copyright of the hero in question, so the model could only be redone in its entirety, and the name was fine-tuned accordingly to avoid legal risks.

After all, GA is a big company, afraid of being blackmailed.

For example, the Death Knight was renamed the Dark Knight, the Dark Ranger was renamed the Shadow Ranger, the Jungle Guardian was renamed the Elf Prophet, and so on.

And there's the saint, who just changed the model, didn't change his name, because the saint himself is a classic profession in Western illusion, and there's no copyright.

Such a change may seem like a bit of a cottage to the old players at COG, but it doesn't really matter, because in Raman Cliff's view, the game isn't limited to players who have played Warcraft, and the main players don't feel the irregularities in these models.

After all, it's a Euro-American company. GA's artisans can't help but catch the Western illusion theme. The scene and hero model are very original, so this sense of cottage is not particularly strong.

There are some fine-tuning but no major changes in map elements and hero skills.

In addition, there are derivative games and profitability patterns.

Similar to the Alliance of Heroes, COG has also made Friends systems, matching systems, WooCommerce systems, etc. In terms of profitability, COG is also free for all heroes, with skin charges, but two things are different from the League of Heroes: card charges and unpacking.

COG originally created a set of card models, a little equivalent to an additional skill-enhanced system, where each hero can wear a set of cards (including 4 cards) to enhance the hero's four skills.

For example, the Dark Arrow of the Dark Ranger adds additional damage while the Squadron summons the Skull. There are 3 different cards available for the Dark Arrow, each increasing damage, increasing blood volume of the Skull, and increasing the duration of the Skull, and players can choose one of them to join their own set of cards.

In Raman Cliff's opinion, this set of cards is tantamount to increasing the diversity of play, giving players the freedom to match their favorite card sets and, of course, to increase profitability.

GA does not recognize a pattern of total skin profitability, after all, which is too adventurous for players to buy skin that is completely out of control and does not guarantee the profitability of the game.

Unless COG can burn all over the globe, this idea seems somewhat impractical to GA.

GA proposes either to set a buyout threshold or to increase the charging system linked to the attribute. Raman Cliff chose the latter after considering it over and over, because he felt that the threshold for buying out might make him lose more players than a little unfair.

As for how cards and skin are obtained, it is very “Europe-Aesthetic”: unpacking.

Unlike the Unpacking of the League of Heroes, everything in COG is obtained by unboxing and cannot be purchased directly.

Players can earn gold coins through games and recharge to earn game coins. The two currencies open different boxes, the gold chest mainly opens different cards, card fragments, while the game coin chest mainly opens skin and cards.

Of course, the speed at which players acquire gold coins is strictly controlled, and more and more gold coins are needed to unpack each week. Players will certainly not be able to get all of the card sets through the Gold Chest in the early stages, and it is inevitable that they will need to recharge to put together a more complete set of cards.

Also, after recharging, you have to look at your face to open the box and possibly open the cards of a hero you don't play with at all.

However, the unpacking mode is still quite popular in the European and American markets, with some experience of successful games in this area, so neither GA nor Raman Cliff felt it was wrong.